0bce7eac53
As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
222 lines
4.5 KiB
C
222 lines
4.5 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-shader-private.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#ifdef HAVE_COGL_GLES2
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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/* Frees shader resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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glDeleteShader (shader->gl_handle);
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}
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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{
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CoglShader *shader;
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GLenum gl_type;
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if (type == COGL_SHADER_TYPE_VERTEX)
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gl_type = GL_VERTEX_SHADER;
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else if (type == COGL_SHADER_TYPE_FRAGMENT)
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gl_type = GL_FRAGMENT_SHADER;
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else
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{
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g_warning ("Unexpected shader type (0x%08lX) given to "
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"cogl_create_shader", (unsigned long) type);
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return COGL_INVALID_HANDLE;
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}
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shader = g_slice_new (CoglShader);
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shader->gl_handle = glCreateShader (gl_type);
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return _cogl_shader_handle_new (shader);
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}
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void
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cogl_shader_source (CoglHandle handle,
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const char *source)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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glShaderSource (shader->gl_handle, 1, &source, NULL);
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}
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void
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cogl_shader_compile (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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glCompileShader (shader->gl_handle);
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}
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gchar *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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CoglShader *shader;
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char buffer[512];
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int len = 0;
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_COGL_GET_CONTEXT (ctx, NULL);
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if (!cogl_is_shader (handle))
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return NULL;
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shader = _cogl_shader_pointer_from_handle (handle);
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glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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return g_strdup (buffer);
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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GLint type;
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CoglShader *shader;
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if (!cogl_is_shader (handle))
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{
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g_warning ("Non shader handle type passed to cogl_shader_get_type");
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return COGL_SHADER_TYPE_VERTEX;
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}
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shader = _cogl_shader_pointer_from_handle (handle);
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GE (glGetShaderiv (shader->gl_handle, GL_SHADER_TYPE, &type));
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if (type == GL_VERTEX_SHADER)
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return COGL_SHADER_TYPE_VERTEX;
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else if (type == GL_FRAGMENT_SHADER)
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return COGL_SHADER_TYPE_VERTEX;
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else
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{
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g_warning ("Unexpected shader type 0x%08lX", (unsigned long)type);
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return COGL_SHADER_TYPE_VERTEX;
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}
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}
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gboolean
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cogl_shader_is_compiled (CoglHandle handle)
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{
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GLint status;
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CoglShader *shader;
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if (!cogl_is_shader (handle))
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return FALSE;
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shader = _cogl_shader_pointer_from_handle (handle);
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GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (status == GL_TRUE)
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return TRUE;
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else
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return FALSE;
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}
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#else /* HAVE_COGL_GLES2 */
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/* No support on regular OpenGL 1.1 */
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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{
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return COGL_INVALID_HANDLE;
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}
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gboolean
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cogl_is_shader (CoglHandle handle)
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{
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return FALSE;
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}
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CoglHandle
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cogl_shader_ref (CoglHandle handle)
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{
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return COGL_INVALID_HANDLE;
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}
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void
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cogl_shader_unref (CoglHandle handle)
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{
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}
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void
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cogl_shader_source (CoglHandle shader,
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const char *source)
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{
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}
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void
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cogl_shader_compile (CoglHandle shader_handle)
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{
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}
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gchar *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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return NULL;
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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return COGL_SHADER_TYPE_VERTEX;
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}
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gboolean
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cogl_shader_is_compiled (CoglHandle handle)
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{
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return FALSE;
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}
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#endif /* HAVE_COGL_GLES2 */
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